fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory
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Habe eine Fehler medlung weiß nicht wie ich die weg bekomme
fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory
#pragma comment(lib,"d3dx9") #include <d3dx9.h> struct object_t { unsigned int num; //NumVertices unsigned int cnt; //PrimitiveCount }; struct model_stream_data_t { D3DVECTOR vec; FLOAT unknown[5]; }; struct vertex_t { float x, y, z, rhw; }; void __cdecl add_log (const char *fmt, ...); interface sys_IDirect3DDevice9 : public IDirect3DDevice9 { private: LPDIRECT3DDEVICE9 pIDirect3DDevice9; public: sys_IDirect3DDevice9(LPDIRECT3DDEVICE9 pDevice, LPDIRECT3DDEVICE9 **ppDevice); STDMETHOD(Aim)(); STDMETHOD(Setup)(); STDMETHOD_(ULONG, AddRef)(THIS); STDMETHOD(BeginScene)(THIS); STDMETHOD(BeginStateBlock)(THIS); STDMETHOD(Clear)(THIS_ DWORD Count, CONST D3DRECT *pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil); STDMETHOD(ColorFill)(THIS_ IDirect3DSurface9* pSurface,CONST RECT* pRect,D3DCOLOR color); STDMETHOD(CreateAdditionalSwapChain)(THIS_ D3DPRESENT_PARAMETERS *pPresentationParameters, IDirect3DSwapChain9 **pSwapChain); STDMETHOD(CreateCubeTexture)(THIS_ UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle); STDMETHOD(CreateDepthStencilSurface)(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle); STDMETHOD(CreateIndexBuffer)(THIS_ UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle); STDMETHOD(CreateOffscreenPlainSurface)(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle); STDMETHOD(CreatePixelShader)(THIS_ CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader); STDMETHOD(CreateQuery)(THIS_ D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery); STDMETHOD(CreateRenderTarget)(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle); STDMETHOD(CreateStateBlock)(THIS_ D3DSTATEBLOCKTYPE Type,IDirect3DStateBlock9** ppSB); STDMETHOD(CreateTexture)(THIS_ UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle); STDMETHOD(CreateVertexBuffer)(THIS_ UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle); STDMETHOD(CreateVertexDeclaration)(THIS_ CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl); STDMETHOD(CreateVertexShader)(THIS_ CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader); STDMETHOD(CreateVolumeTexture)(THIS_ UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle); STDMETHOD(DeletePatch)(THIS_ UINT Handle); STDMETHOD(DrawIndexedPrimitive)(THIS_ D3DPRIMITIVETYPE,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount); STDMETHOD(DrawIndexedPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertexIndices, UINT PrimitiveCount, CONST void *pIndexData, D3DFORMAT IndexDataFormat, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride); STDMETHOD(DrawPrimitive)(THIS_ D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount); STDMETHOD(DrawPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride); STDMETHOD(DrawRectPatch)(THIS_ UINT Handle, CONST float *pNumSegs, CONST D3DRECTPATCH_INFO *pRectPatchInfo); STDMETHOD(DrawTriPatch)(THIS_ UINT Handle, CONST float *pNumSegs, CONST D3DTRIPATCH_INFO *pTriPatchInfo); STDMETHOD(EndScene)(THIS); STDMETHOD(EndStateBlock)(THIS_ IDirect3DStateBlock9** ppSB); STDMETHOD(EvictManagedResources)(THIS); STDMETHOD_(UINT, GetAvailableTextureMem)(THIS); STDMETHOD(GetBackBuffer)(THIS_ UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer); STDMETHOD(GetClipPlane)(THIS_ DWORD Index, float *pPlane); STDMETHOD(GetClipStatus)(THIS_ D3DCLIPSTATUS9 *pClipStatus); STDMETHOD(GetCreationParameters)(THIS_ D3DDEVICE_CREATION_PARAMETERS *pParameters); STDMETHOD(GetCurrentTexturePalette)(THIS_ UINT *PaletteNumber); STDMETHOD(GetDepthStencilSurface)(THIS_ IDirect3DSurface9 **ppZStencilSurface); STDMETHOD(GetDeviceCaps)(THIS_ D3DCAPS9 *pCaps); STDMETHOD(GetDirect3D)(THIS_ IDirect3D9 **ppD3D9); STDMETHOD(GetDisplayMode)(THIS_ UINT iSwapChain,D3DDISPLAYMODE* pMode); STDMETHOD(GetFrontBufferData)(THIS_ UINT iSwapChain,IDirect3DSurface9* pDestSurface); STDMETHOD(GetFVF)(THIS_ DWORD* pFVF); STDMETHOD_(void, GetGammaRamp)(THIS_ UINT iSwapChain,D3DGAMMARAMP* pRamp); STDMETHOD(GetIndices)(THIS_ IDirect3DIndexBuffer9** ppIndexData); STDMETHOD(GetLight)(THIS_ DWORD Index, D3DLIGHT9 *pLight); STDMETHOD(GetLightEnable)(THIS_ DWORD Index, BOOL *pEnable); STDMETHOD(GetMaterial)(THIS_ D3DMATERIAL9 *pMaterial); STDMETHOD_(float, GetNPatchMode)(THIS); STDMETHOD_(UINT, GetNumberOfSwapChains)(THIS); STDMETHOD(GetPaletteEntries)(THIS_ UINT PaletteNumber, PALETTEENTRY *pEntries); STDMETHOD(GetPixelShader)(THIS_ IDirect3DPixelShader9** ppShader); STDMETHOD(GetPixelShaderConstantB)(THIS_ UINT StartRegister,BOOL* pConstantData,UINT BoolCount); STDMETHOD(GetPixelShaderConstantF)(THIS_ UINT StartRegister,float* pConstantData,UINT Vector4fCount); STDMETHOD(GetPixelShaderConstantI)(THIS_ UINT StartRegister,int* pConstantData,UINT Vector4iCount); STDMETHOD(GetRasterStatus)(THIS_ UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus); STDMETHOD(GetRenderState)(THIS_ D3DRENDERSTATETYPE State, DWORD *pValue); STDMETHOD(GetRenderTarget)(THIS_ DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget); STDMETHOD(GetRenderTargetData)(THIS_ IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface); STDMETHOD(GetSamplerState)(THIS_ DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue); STDMETHOD(GetScissorRect)(THIS_ RECT* pRect); STDMETHOD_(BOOL, GetSoftwareVertexProcessing)(THIS); STDMETHOD(GetStreamSource)(THIS_ UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* OffsetInBytes,UINT* pStride); STDMETHOD(GetStreamSourceFreq)(THIS_ UINT StreamNumber,UINT* Divider); STDMETHOD(GetSwapChain)(THIS_ UINT iSwapChain,IDirect3DSwapChain9** pSwapChain); STDMETHOD(GetTexture)(THIS_ DWORD Stage, IDirect3DBaseTexture9 **ppTexture); STDMETHOD(GetTextureStageState)(THIS_ DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD *pValue); STDMETHOD(GetTransform)(THIS_ D3DTRANSFORMSTATETYPE State, D3DMATRIX *pMatrix); STDMETHOD(GetVertexDeclaration)(THIS_ IDirect3DVertexDeclaration9** ppDecl); STDMETHOD(GetVertexShader)(THIS_ IDirect3DVertexShader9** ppShader); STDMETHOD(GetVertexShaderConstantB)(THIS_ UINT StartRegister,BOOL* pConstantData,UINT BoolCount); STDMETHOD(GetVertexShaderConstantF)(THIS_ UINT StartRegister,float* pConstantData,UINT Vector4fCount); STDMETHOD(GetVertexShaderConstantI)(THIS_ UINT StartRegister,int* pConstantData,UINT Vector4iCount); STDMETHOD(GetViewport)(THIS_ D3DVIEWPORT9 *pViewport); STDMETHOD(LightEnable)(THIS_ DWORD Index, BOOL Enable); STDMETHOD(MultiplyTransform)(THIS_ D3DTRANSFORMSTATETYPE, CONST D3DMATRIX*); STDMETHOD(Present)(THIS_ CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion); STDMETHOD(ProcessVertices)(THIS_ UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags); STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppvObj); STDMETHOD_(ULONG, Release)(THIS); STDMETHOD(Reset)(THIS_ D3DPRESENT_PARAMETERS *pPresentationParameters); STDMETHOD(SetClipPlane)(THIS_ DWORD Index, CONST float *pPlane); STDMETHOD(SetClipStatus)(THIS_ CONST D3DCLIPSTATUS9 *pClipStatus); STDMETHOD(SetCurrentTexturePalette)(THIS_ UINT PaletteNumber); STDMETHOD_(void, SetCursorPosition)(THIS_ int X, int Y, DWORD Flags); STDMETHOD(SetCursorProperties)(THIS_ UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9 *pCursorBitmap); STDMETHOD(SetDepthStencilSurface)(THIS_ IDirect3DSurface9* pNewZStencil); STDMETHOD(SetDialogBoxMode)(THIS_ BOOL bEnableDialogs); STDMETHOD(SetFVF)(THIS_ DWORD FVF); STDMETHOD_(void, SetGammaRamp)(THIS_ UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp); STDMETHOD(SetIndices)(THIS_ IDirect3DIndexBuffer9* pIndexData); STDMETHOD(SetLight)(THIS_ DWORD Index, CONST D3DLIGHT9 *pLight); STDMETHOD(SetMaterial)(THIS_ CONST D3DMATERIAL9 *pMaterial); STDMETHOD(SetNPatchMode)(THIS_ float nSegments); STDMETHOD(SetPaletteEntries)(THIS_ UINT PaletteNumber, CONST PALETTEENTRY *pEntries); STDMETHOD(SetPixelShader)(THIS_ IDirect3DPixelShader9* pShader); STDMETHOD(SetPixelShaderConstantB)(THIS_ UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount); STDMETHOD(SetPixelShaderConstantF)(THIS_ UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount); STDMETHOD(SetPixelShaderConstantI)(THIS_ UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount); STDMETHOD(SetRenderState)(THIS_ D3DRENDERSTATETYPE State, DWORD Value); STDMETHOD(SetRenderTarget)(THIS_ DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget); STDMETHOD(SetSamplerState)(THIS_ DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value); STDMETHOD(SetScissorRect)(THIS_ CONST RECT* pRect); STDMETHOD(SetSoftwareVertexProcessing)(THIS_ BOOL bSoftware); STDMETHOD(SetStreamSource)(THIS_ UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride); STDMETHOD(SetStreamSourceFreq)(THIS_ UINT StreamNumber,UINT Divider); STDMETHOD(SetTexture)(THIS_ DWORD Stage, IDirect3DBaseTexture9 *pTexture); STDMETHOD(SetTextureStageState)(THIS_ DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value); STDMETHOD(SetTransform)(THIS_ D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix); STDMETHOD(SetVertexDeclaration)(THIS_ IDirect3DVertexDeclaration9* pDecl); STDMETHOD(SetVertexShader)(THIS_ IDirect3DVertexShader9* pShader); STDMETHOD(SetVertexShaderConstantB)(THIS_ UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount); STDMETHOD(SetVertexShaderConstantF)(THIS_ UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount); STDMETHOD(SetVertexShaderConstantI)(THIS_ UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount); STDMETHOD(SetViewport)(THIS_ CONST D3DVIEWPORT9 *pViewport); STDMETHOD_(BOOL, ShowCursor)(THIS_ BOOL bShow); STDMETHOD(StretchRect)(THIS_ IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter); STDMETHOD(TestCooperativeLevel)(THIS); STDMETHOD(UpdateSurface)(THIS_ IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint); STDMETHOD(UpdateTexture)(THIS_ IDirect3DBaseTexture9 *pSourceTexture, IDirect3DBaseTexture9 *pDestinationTexture); STDMETHOD(ValidateDevice)(THIS_ DWORD *pNumPasses); }; interface sys_IDirect3D9 : public IDirect3D9 { private: LPDIRECT3D9 pIDirect3D9; public: sys_IDirect3D9(LPDIRECT3D9 pDirect3D) {pIDirect3D9=pDirect3D;} STDMETHOD_(ULONG, AddRef)(THIS); STDMETHOD(CheckDepthStencilMatch)(THIS_ UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat); STDMETHOD(CheckDeviceFormat)(THIS_ UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat); STDMETHOD(CheckDeviceFormatConversion)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SourceFormat,D3DFORMAT TargetFormat); STDMETHOD(CheckDeviceMultiSampleType)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels); STDMETHOD(CheckDeviceType)(THIS_ UINT Adapter, D3DDEVTYPE CheckType, D3DFORMAT DisplayFormat, D3DFORMAT BackBufferFormat, BOOL Windowed); STDMETHOD(CreateDevice)(THIS_ UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS *pPresentationParameters, IDirect3DDevice9 **ppReturnedDeviceInterface); STDMETHOD(EnumAdapterModes)(THIS_ UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode); STDMETHOD_(UINT, GetAdapterCount)(THIS); STDMETHOD(GetAdapterDisplayMode)(THIS_ UINT Adapter, D3DDISPLAYMODE *pMode); STDMETHOD(GetAdapterIdentifier)(THIS_ UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER9 *pIdentifier); STDMETHOD_(UINT, GetAdapterModeCount)(THIS_ UINT Adapter,D3DFORMAT Format); STDMETHOD_(HMONITOR, GetAdapterMonitor)(THIS_ UINT Adapter); STDMETHOD(GetDeviceCaps)(THIS_ UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS9 *pCaps); STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppvObj); STDMETHOD(RegisterSoftwareDevice)(THIS_ void *pInitializeFunction); STDMETHOD_(ULONG, Release)(THIS); };
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Die gesuchte Header Datei existiert nicht oder liegt nicht im eingestellten Verzeichnis.
Dadurch kann die Header-Datei nicht eingebunden werden.#include <d3dx9.h>
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Das weiß ich ja auch aber wie bekomme ich das weg.
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Digi23 schrieb:
Das weiß ich ja auch aber wie bekomme ich das weg.
Was heißt das?
Brauchst Du die Header oder nicht?
Wenn Du sie brauchst, dann kopiere sie in das Projektverzeichnis, wenn nicht, lösche die Zeile.
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Ja ich brauch die.Auch wen ich die darein füge geht das immer noch nicht
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Wo liegt die Datei auf Deinem PC?
In welchem Verzeichnis?
Wurde die Datei richtig geschrieben?
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Hmm wie wäre es, wenn du deine Includeverzeichnisse anpasst und das in dem die Datei liegt dazufügst?
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Kannst du mir erklären wie ich das machen muss?
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Steht sicher in der doku deiner Entwicklungsumgebung. Schau halt mal irgendwelche Eigenschaften durch, dann wirst du die includeverzeichnisse schon finden
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ach ja, das directx sdk solltest du natürlich auch haben
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Und wo bekomme ich das her?
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Ne jetzt na ernst wo bekomme ich das her?
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LOL hab das auch eingegeben und hab nix gefunden.Ok danke
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Digi23 schrieb:
Ne jetzt na ernst wo bekomme ich das her?
Von MS. f'`8k
AutocogitoGruß, TGGC (making great games since 1992)
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Dieser Thread wurde von Moderator/in HumeSikkins aus dem Forum C++ in das Forum Compiler- und IDE-Forum verschoben.
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